Files
WhateverWebGPU/src/main.ts
T

187 lines
5.0 KiB
TypeScript

import "./style.css"
const GRID_SIZE = 32
async function getCanvas(): Promise<HTMLCanvasElement> {
const canvas = document.querySelector<HTMLCanvasElement>("#canvas")
if (!canvas) throw new Error("Canvas element not found")
return canvas
}
async function getAdapter(): Promise<GPUAdapter> {
if (!navigator.gpu) throw new Error("WebGPU not supported on this browser.")
const adapter = await navigator.gpu.requestAdapter()
if (!adapter) throw new Error("No appropriate GPUAdapter found.")
return adapter
}
async function getDevice(adapter: GPUAdapter): Promise<GPUDevice> {
return await adapter.requestDevice()
}
function configureContext(
canvas: HTMLCanvasElement,
device: GPUDevice,
): GPUCanvasContext {
const context = canvas.getContext("webgpu")
if (!context) throw new Error("Failed to get WebGPU context.")
const canvasFormat = navigator.gpu.getPreferredCanvasFormat()
context.configure({ device, format: canvasFormat })
return context
}
function createVertexBufferLayout(): GPUVertexBufferLayout {
return {
arrayStride: 8,
attributes: [
{ format: "float32x2" as GPUVertexFormat, offset: 0, shaderLocation: 0 },
],
}
}
async function createCellPipeline(
device: GPUDevice,
canvasFormat: GPUTextureFormat,
): Promise<GPURenderPipeline> {
const cellShaderModule = device.createShaderModule({
label: "Cell shader",
code: (await import("./shaders/cell.wgsl?raw")).default,
})
return device.createRenderPipeline({
label: "Cell pipeline",
layout: "auto",
vertex: {
module: cellShaderModule,
entryPoint: "vertexMain",
buffers: [createVertexBufferLayout()],
},
fragment: {
module: cellShaderModule,
entryPoint: "fragmentMain",
targets: [{ format: canvasFormat }],
},
})
}
function createGridUniformBuffer(device: GPUDevice): GPUBuffer {
const gridUniformArray = new Float32Array([GRID_SIZE, GRID_SIZE])
const gridUniformBuffer = device.createBuffer({
label: "Grid Uniforms",
size: gridUniformArray.byteLength,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
})
device.queue.writeBuffer(gridUniformBuffer, 0, gridUniformArray)
return gridUniformBuffer
}
function createTimeBuffer(device: GPUDevice): GPUBuffer {
return device.createBuffer({
label: "Time Uniform",
size: 4,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
})
}
function createBindGroup(
device: GPUDevice,
cellPipeline: GPURenderPipeline,
gridUniformBuffer: GPUBuffer,
timeBuffer: GPUBuffer,
): GPUBindGroup {
return device.createBindGroup({
label: "Cell renderer bind group",
layout: cellPipeline.getBindGroupLayout(0),
entries: [
{ binding: 0, resource: { buffer: gridUniformBuffer } },
{ binding: 1, resource: { buffer: timeBuffer } },
],
})
}
function createVertexBuffer(device: GPUDevice): GPUBuffer {
const vertices = new Float32Array([
-0.8, -0.8, 0.8, -0.8, 0.8, 0.8, -0.8, -0.8, 0.8, 0.8, -0.8, 0.8,
])
const vertexBuffer = device.createBuffer({
label: "Cell vertices",
size: vertices.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
})
device.queue.writeBuffer(vertexBuffer, 0, vertices)
return vertexBuffer
}
class Renderer {
constructor(
private device: GPUDevice,
private context: GPUCanvasContext,
private cellPipeline: GPURenderPipeline,
private vertexBuffer: GPUBuffer,
private bindGroup: GPUBindGroup,
private timeBuffer: GPUBuffer,
private vertices: Float32Array,
) {}
public render(timeMs: number): void {
const time = timeMs / 1000
this.device.queue.writeBuffer(this.timeBuffer, 0, new Float32Array([time]))
const encoder = this.device.createCommandEncoder()
const pass = encoder.beginRenderPass({
colorAttachments: [
{
view: this.context.getCurrentTexture().createView(),
loadOp: "clear",
clearValue: [0.0, 0.0, 0.4, 1.0],
storeOp: "store",
},
],
})
pass.setPipeline(this.cellPipeline)
pass.setVertexBuffer(0, this.vertexBuffer)
pass.setBindGroup(0, this.bindGroup)
pass.draw(this.vertices.length / 2, GRID_SIZE * GRID_SIZE)
pass.end()
this.device.queue.submit([encoder.finish()])
requestAnimationFrame((time) => this.render(time))
}
}
async function init() {
const device = await getDevice(await getAdapter())
const context = configureContext(await getCanvas(), device)
const canvasFormat = navigator.gpu.getPreferredCanvasFormat()
const cellPipeline = await createCellPipeline(device, canvasFormat)
const gridUniformBuffer = createGridUniformBuffer(device)
const timeBuffer = createTimeBuffer(device)
const bindGroup = createBindGroup(
device,
cellPipeline,
gridUniformBuffer,
timeBuffer,
)
const vertexBuffer = createVertexBuffer(device)
const vertices = new Float32Array([
-0.8, -0.8, 0.8, -0.8, 0.8, 0.8, -0.8, -0.8, 0.8, 0.8, -0.8, 0.8,
])
const renderer = new Renderer(
device,
context,
cellPipeline,
vertexBuffer,
bindGroup,
timeBuffer,
vertices,
)
requestAnimationFrame((time) => renderer.render(time))
}
init().catch((error) => {
console.error("Error initializing WebGPU:", error)
})